Experimental Hirochi Figure 8 Race 0.21

INFOThis mod features 3 race scenarios on the new Hirochi figure 8 track. There are 5, 7 or 9 AI-driver starting grids, as well as 4/8 lap variations to choose from. AI is recorded and should be quiet a challenge. Of course, due to the crossing and heavy RNG most races won't be a photo finish.

Powerful multi-core processors required (probably)!

If you want to race your own cars/configs:Disable "competitive scenario conditions" in options > gameplay, then load the scenario and start the race, open the car spawner and replace current vehicle, reset physics (R) to restart the scenario with you newly spawned vehicle.

CURRENT ISSUES

AI has sometimes trouble rejoining the track, obviously around the ramp

AI can get stuck in the guardrails/sweeping corners, often blocking traffic and the race if not being pushed away

QUICK OVERVIEW

SCREENSHOTS

THANKS TO

HighDef & davidinark for all the helpful tutorials on Youtube - Check out HighDefs mods and their tutorials

Gamergull & bidwars for all the help with lua coding and scenario creation - Check out Gamergulls mods, bidwars Demolition Derby mod

Thanks for the feedback, the AI might be a little more prone to spinning since all the configs made the cars lighter. I've spent quiet a lot of time on getting them to race "normal" the first 4 laps. From then on it's just BeamNG doing its thing hehe ;) That's why the 4/8 lap variations. Fps also seems to influence the outcome. Hard to balance that if you want them racing close together on such track for a longer time.

This is a great mod I've been waiting for another figure 8 scenario for a while now since the last one that was on the mod boards quit working a few updates ago. Great job I'm having a great time with it!

nice scenario. but i think it would be better with ability to change other cars. that's not a big deal if faster cars will drive slowly, i'll be fine with it. but it will make even more RNG, which i prefer more. big speeds also bad for AI
PS. waiting scenario for 2 crossroads track on derby map ;)
one bug - race ends after whoever is in first cross the finish line, even AI

Thanks a lot, yes totally agree about the opponent cars. It's on the to-do list for sure same as that other track ;)
The ending logic is a placeholder atm mostly copied from the vanilla derby race, but waiting for the player to cross the finish is actually a great idea.

You can race any car you like in this scenario. Disable "competitive scenario conditions" in options > gameplay, then load the scenario and start the race, open the car spawner and replace current verhicle, reset physics (R) to restart the scenario with you newly spawned vehicle.

I'd love to add some sort of opponent customization in the future. Main issue atm are the recorded AI lines. Lets say you record a not-so-fast AI line in the slowest car and then swap it out with a fast drag car. The drag car will only be driving the slow speed of the previous recorded AI line and not at what it's capable of. So it's quiet difficult to get functioning AI lines for all the configurations available, but I'm looking into giving the starting field more variety.